It is possible to get around this issue in some cases by creating a node that uses a WorldSoftObjectReference, and then pulling from it and promoting it to a variable.
HOWEVER, this workaround obviously won’t apply to BP structs, so you cannot store WorldSoftObjectReferences in structs (making it hard to mark up map references with metadata for instance).
Is this functionality intended? It doesn’t seem like it would be since the variable type doesn’t show up in the variable type list but is totally possible to create (in the context of a Blueprint) by promoting a pin to a variable.
For me, the solution was to create my own struct in C++. This of course takes a little bit of learning to get started, but it’s quite basic. You can then just use these in your Blueprints, as if you created it through the editor. It won’t be located in your Content Drawer though.
jep, only way i found was to create a load stream level node (or any node) which takes a level as an input, right click the in port and promote variable.